I introduced a pal to dog days co-op but we had problems with lag
& fuckin hell nocturne looks good in pcsx2
I introduced a pal to dog days co-op but we had problems with lag
& fuckin hell nocturne looks good in pcsx2
I managed to finish Flywrench and good god it has one of the most severe difficulty spikes/jumps I can recall coming across in recent memory. You make your way through the solar system making good progress until you reach Mercury and yikes. I think my playtime for the entire game up until that point was maybe about 90 minutes, by the time I finished that planet I was at about the five hour mark. Don’t get me wrong it is still a damn fine game, it just probably could have done a better job either gradually ramping up or preparing the player for that specific degree of challenge.
What’s your steam name, geeza?
TO SAVE OUR MOTHER EARTH FROM ANY ALIEN ATTACK
Oh shit, is the SB EDF going to actually deploy?
We haven’t in a month or so, but it happened fairly often!
okay let’s play tonight assuming the hours work for my us est self
(I keep turning down invites because they come when I’m going to bed )
Shit, I cannot tonight, sadly, but always hit me up if some dudes are shooting some PCDF or PS4DF things.
I think I’m spacetown on steam! but I’m not sure because I changed it from my other name >_>
just send that dude an invite and hopefully it’s me
Can’t wait til the NPC STFU mod comes to Skrim SE. I had gotten so used to the quiet…
That water sure is purdy, I tell ya wut.
donkey kong 94 is still super great
Spacechem around planet 5 or so introduces a fusion tool, which basically just lets you add element’s atomic numbers together to get whatever element they add up to. Up until now this was fine enough, now they want me to make plutonium (atomic number 94) out of oxygen (#8) and hydrogen (#1) and after a bit of division I realized how mean that actually is. The mission also has a bit of a time limit and requires two other simple to manufacture products.
Now I held off posting this so I can say that I did solve this problem. My solution was a hideous nightmare that required likely unintended uses of that F1-triggered switch dealie that pops up from time to time for “boss” stages and had at least one problem I refused to solve and bypassed by looping a pipe around the entire stage. In layman’s terms, my solution was absurdly structurally unsound held together by a few strategically-placed band-aids that likely collapsed upon itself seconds after the stage finished up… but a win is a win. Behold my beautiful ugly baby~
one of the most devious research.net assignments is a fusion puzzle that looks incredibly easy and then you do a naive, straightforward solution, which doesn’t work in a “oh, haha, i see what you did there” kind of way.
and then a sinking fear sets in when you start realizing what it’s actually asking you to do.
i still have yet to solve that one because it is actually ridiculous.
by the way @username , if you would like to swear loudly at low cycle counts, add me on steam so you can be very confused
I’ve played Pathologic for about an hour and it’s deeply unsatisfying, so I read the Rock Paper Shotgun trilogy of articles about it and yeah that seems like the theme for the game. Gonna keep trying it but yet again I discover I am not an appreciater of art :-/
this is why I am waiting for the remake, as I do with all art
Chillin out playing Olli Olli 2 right now
I really hate the bosses in SpaceChem. There’s something about the timing element (and the ability/necessity to “fudge” it a bit) rubs me the wrong way.
Doesn’t help that they’re normally difficulty spikes and I get stuck on them forever. Every time I boot up SpaceChem I look at the boss of the 7th area, stare at it for 10 minutes to confirm that yeah, I have no idea how to do this, and then quit.
most of the bosses are nowhere near as bad as they look, just have to think in terms of switches and the rest solves itself
on the final mission i made a spaceship that could only turn right and it worked
i was proud of that kludge